FRAGRANCE, CALMING | Su | PLANT
Gene Pool -3 | Disguise DC Modifier +0
You give off a supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds you to a radius of 60 feet. Any creature in this area of effect must make a Will save (DC = 11 + ½ your character level), or at the start of its turn fall under the effects of your fragrance for 1d4+1 rounds.
You have no control over the affected creatures, but calming fragrance can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the effects of the fragrance on all calmed creatures.
This fragrance automatically suppresses (but does not dispel) any morale bonuses granted by spells, spell-like effects, or supernatural abilities. It also suppresses any fear effects and removes the confused condition from all targets. While the fragrance lasts, a suppressed spell, condition, or effect has no effect. When the calming fragrance effect ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Once you’ve used your calming fragrance, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Evolution I: The base DC of your calming fragrance increases to 13 and the duration increases to 2d4+2 rounds.
Evolution II: The base DC of your calming fragrance increases to 13 and the duration increases to 3d4+3 rounds.

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